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					<h2 class="stats_section_heading heading">Stats</h2>
					<!-- Heat -->
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						<h3 class="heading"><span class="current">Current</span> Heat</h3>
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							$<span id="money">0</span>
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							<span id="current_exotic_particles">0</span> EP (<span id="exotic_particles">0</span>) <br> ~(<span id="ep_per_tick">0</span> per tick)
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									<p id="auto_sell_text">1</p>
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								Heat: <span id="tooltip_heat_per"></span>
							</p>
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								Power: <span id="tooltip_power_per"></span>
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								Durability: <span id="tooltip_ticks"></span>/<span id="tooltip_max_ticks"></span>
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								Heat: <span id="tooltip_heat"></span>/<span id="tooltip_max_heat"></span>
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								Sells for: <span id="tooltip_sells"></span>
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								EP chance: <span id="tooltip_chance"></span>% per tick (<span id="tooltip_chance_percent_of_total"></span>% of max)
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							<h2 class="heading">Reactor</h2>
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								<span id="stats_vent" class="stat" title="Estimated total heat venting per tick">0</span>
								<span id="stats_inlet" class="stat" title="Total potential heat inletting per tick">0</span>
								<span id="stats_outlet" class="stat" title="Total potential heat outletting per tick">0</span>
								<span id="stats_power" class="stat" title="Estimated power per tick">0</span>
								<span id="stats_heat" class="stat" title="Estimated heat per tick">0</span>
								<span id="stats_cash" class="stat" title="Estimated autosell cash per tick">0</span>
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						<h2 class="heading">Help</h2>
						<div id="help" class="subpanel explanitory cms help">
							<h4>Disclaimer</h4><p>This section is a work in progress!
							Information in this section may be inaccurate or incomplete.
							Take every piece of information with a grain of salt!</p><h4>Components</h4><p><img src="img/cell_1_1.gif"><img src="img/cell_2_1.gif"><img src="img/cell_3_1.gif"><img src="img/cell_4_1.gif"><img src="img/cell_5_1.gif"><img src="img/cell_6_1.gif">
							Power cells generate heat and power. Each cell in a given tile gives a pulse to each adjacent tile. Heat and power scale with the number of pulses recieved.
							Pulses Recieved (U), Single cell base power (P), Single cell base heat (H), Cell count (C)
							(M) 1 for single, 4 for double, 12 for quad
							Power: P * (M + U)
							Heat: H * (M + U)^2/C

							<img src="img/reflector_1.gif"><img src="img/reflector_2.gif"><img src="img/reflector_3.gif"><img src="img/reflector_4.gif"><img src="img/reflector_5.gif">
							Neutron Reflectors provide a power bonus to adjacent cells stacking additively with each other.

							<img src="img/capacitor_1.gif"><img src="img/capacitor_2.gif"><img src="img/capacitor_3.gif"><img src="img/capacitor_4.gif"><img src="img/capacitor_5.gif">
							Capacitors increase the total energy capacity of the reactor.

							<img src="img/plating_1.gif"><img src="img/plating_2.gif"><img src="img/plating_3.gif"><img src="img/plating_4.gif"><img src="img/plating_5.gif">
							platings increase the total heat capacity of the reactor.

							<img src="img/vent_1.gif"><img src="img/vent_2.gif"><img src="img/vent_3.gif"><img src="img/vent_4.gif"><img src="img/vent_5.gif">
							Vents dissipate contained heat.
							Base heat capacity (C), Base ventillation (V), Sum of all capacitor tiers (C<sub>t</sub>), Sum of all plating tiers (P<sub>t</sub>), Improved Heatsinks level (S), Active Venting level (A)
							Ventillation:	V * (1 + A * C<sub>t</sub> / 200) * (1 + S * P<sub>t</sub> / 200)
							Heat Capacity:	C * (1 + A * C<sub>t</sub> / 200) * (1 + S * P<sub>t</sub> / 200)

							<img src="img/exchanger_1.gif"><img src="img/exchanger_2.gif"><img src="img/exchanger_3.gif"><img src="img/exchanger_4.gif"><img src="img/exchanger_5.gif">
							Exchangers balance heat between themselves and adjacent components.
							Base heat capacity (C), Base transfer (T), Sum of all capacitor tiers (C<sub>t</sub>), Sum of all plating tiers (P<sub>t</sub>), Reinforced Heat Exchnagers level (R), Active Exchnagers level (A)
							Transfer Rate:	T * (1 + A * C<sub>t</sub> / 200) * (1 + R * P<sub>t</sub> / 200)
							Heat Capacity:	C * (1 + A * C<sub>t</sub> / 200) * (1 + R * P<sub>t</sub> / 200)

							<img src="img/inlet_1.gif"><img src="img/inlet_2.gif"><img src="img/inlet_3.gif"><img src="img/inlet_4.gif"><img src="img/inlet_5.gif">
							Inlets move heat from adjacent components into the reactor.
							Base transfer (T), Sum of all capacitor tiers (C<sub>t</sub>), Sum of all plating tiers (P<sub>t</sub>), Reinforced Heat Exchnagers level (R), Active Exchnagers level (A)
							Transfer Rate:	T * (1 + A * C<sub>t</sub> / 200) * (1 + R * P<sub>t</sub> / 200)

							<img src="img/outlet_1.gif"><img src="img/outlet_2.gif"><img src="img/outlet_3.gif"><img src="img/outlet_4.gif"><img src="img/outlet_5.gif">
							Outlets move heat from the reactor into adjacent components.
							Base transfer (T), Sum of all capacitor tiers (C<sub>t</sub>), Sum of all plating tiers (P<sub>t</sub>), Reinforced Heat Exchnagers level (R), Active Exchnagers level (A)
							Transfer Rate:	T * (1 + A * C<sub>t</sub> / 200) * (1 + R * P<sub>t</sub> / 200)

							<img src="img/coolant_1.gif"><img src="img/coolant_2.gif"><img src="img/coolant_3.gif"><img src="img/coolant_4.gif"><img src="img/coolant_5.gif">
							Coolant cells hold heat.

							<img src="img/accelerator_1.gif"><img src="img/accelerator_2.gif"><img src="img/accelerator_3.gif"><img src="img/accelerator_4.gif"><img src="img/accelerator_5.gif">
							Particle Accelerators produce exotic particles based on the heat passing through them each tick.
							Max Heat BEFORE upgrades (m), Max Heat (M), Heat throughput (H), Tier (T), Enhanced Acceleration Levle (E)
							Particle production: (Ln(min(M, H)) / 10 ^ (5-T)) * (min(M, H) / m) * 10^E
							Ln(x) - The natural log (base e) of x
							min(x, y) - the lowest value between x and y
							<div class="has_spoiler"><button class="show_spoiler">Usage</button>
							<img src="img/help/pa_spoiler_1.png" class="spoiler">
							<img src="img/help/pa_spoiler_2.png" class="spoiler">
							</div>
							</p>
						</div>
					</section>

					<!-- Options -->
					<section id="options_section" class="page">
						<h2 class="heading">Options</h2>
						<div id="options" class="subpanel explanitory cms">
							<div>
								<p><button id="trigger_save">Save game</button>
								<button id="export_save">Export save</button>
								<button id="download_save">Download save</button>
								<button id="import_save">Import save</button>
								<button id="reset_game">Reset game</button></p>
								<dialog id="Import_Export_dialog" style="padding: 0; border: none;">
									<div class="panel">
										<form method="dialog" class="subpanel">
											<menu style="float: right">
												<button id="Import_Export_close_button" type="reset">Cancel</button>
												<button id="import_button" type="submit">Import</button>
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											<section>
												<textarea id="txtImportExport" rows="10" cols="75"></textarea>
											</section>
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								<p><button id="speed_hack">Speed Hack</button>
								<button id="offline_tick">Offline Tick</button>
								</p>
							</div>
						</div>
					</section>

					<!-- About -->
					<section id="about_section" class="page wide_buttons">
						<h2 class="heading">About</h2>
						<div id="about" class="subpanel explanitory cms">
							<p>A modification of  <a href="https://cwmonkey.github.io/reactor-knockoff/" target="_blank">Reactor Knockoff</a>.</p>
							<p>Based on <a href="http://www.kongregate.com/games/Cael/reactor-incremental" target="_blank">Reactor Incremental</a>.</p>
							<p>UI based on <a href="http://opengameart.org/content/sci-fi-user-interface-elements" target="_blank">Sci-fi User Interface Elements</a> by <a href="http://opengameart.org/users/buch" target="_blank">Buch</a>.</p>

							<p></p>
							<p><button class="nav" data-section="reactor_upgrades" data-page="patch_section">See Patch Notes</button></p>
						</div>
					</section>

					<!-- Patch Notes -->
					<section id="patch_section" class="page">
						<h2 class="heading">Patch Notes</h2>
						<div id="about" class="subpanel explanitory cms">
							<div class="wide_buttons">
								<button id="show_reactor" class="nav" data-section="reactor_upgrades" data-page="reactor_section">Back to Reactor</button>
							</div>
							<section class="patch">
								<h3>0.2.2</h3>
									<li>Initial - August 14th 2022</li>
									<ul>
										<li>Fixes</li>
										<ul>
											<li>Exchangers now consider plating and capacitors when deciding how much heat to transfer to vents</li>
										</ul>
										<li>Changes</li>
										<ul>
											<li>The internal code for accelerators has been changed, old setups should still work</li>
											<li>Re-enabled Blackhole Accelerator upgrade (use at your own risk)</li>
											<li>Heavily boosted heat capacities of particle accelerators (2x max throughput)</li>
										</ul>
									</ul>

								<h3>0.2.1</h3>
									<li>F1 - August 13th 2022</li>
									<ul>
										<li>Bug Fixes</li>
										<ul>
											<li>Extreme Capacitors now add the proper amount of heat based</li>
										</ul>
									</ul>
									<li>Initial - August 12th 2022</li>
									<ul>
										<li>Changes</li>
										<ul>
											<li>Made Buttons darker for readability.</li>
											<li>Moved the pause button.</li>
											<li>Normalized button size for each section.</li>
											<li>Added tuning slider for Heat Controller.</li>
											<li>Added tuning slider for Auto Sell.</li>
											<li>Window Width is now constant.</li>
											<li>Removed all traces of Google Drive Online Save (It wasn't useable anyway)</li>
										</ul>
									</ul>

								<h3>Bandage solution - August 10th 2022</h3>
									<li>Disabled the ability to unlock black hole accelerators as they are 100% broken.</li>
								<h1>Be sure to double check your cooling capability and heat generation if you are using experimental cells! This fix may cause an unexpected increase in heat generation!</h1>
								<h3>Quick fix - August 9th 2022</h3>
									<li>Unleashed Cells no longer reduces heat related effects from experimental cell upgrades.</li>
								<h3>ZenMod v0.2.0 - July 25th - August 9th 2022</h3>
								<p>NOTE: this is every ZenMod change (that I remember XD). Each section is in chronological order</p>
								<ul>
									<li>Additions:</li>
									<ul>
										<li>Perpetual Experimental Cell upgrades.</li>

										<li>Chlorophymium.</li>

										<li>Mitochdonrium.</li>

										<li>Many upgrades now have a second tier.</li>
										<li>Particle accelerators now have a standard upgrade.</li>
										<li>Approximate EP per tick display.</li>
										<li>Bang For Your Buck upgrade.</li>

										<li>Increase utility prices upgrade.</li>

										<li>Coolant Innovation upgrade.</li>
									</ul>
									<li>Changes</li>
									<ul>
										<li>Replaced every texture with similar ones of my own.</li>

										<li>Vent and Plating boosts for components multiply together instead of adding and are half as strong.</li>

										<li>Reorganized upgrades.</li>

										<li>Made help helpful.</li>

										<li>Heavily optimized the protium code that I ruined.</li>
										<li>Reactor meltdowns no longer instantly save the game.</li>
										<li>The game is immediately paused on loading or importing.</li>
										<li>Moved the Coolant Innovation upgrade.</li>

										<li>Made the tooltip box larger.</li>
										<li>Added flavor text to every component.</li>
										<li>Double Click no longer acts as shit + click</li>
									</ul>
									<li>Bug fixes</li>
									<ul>
										<li>You can no longer place locked components.</li>
										<li>You can no longer place locked components^2.</li>
										<li>All accelerators no hold a max of 100 heat to prevent abuse of higher tiers.</li>

										<li>Reduce Heat to 0 objective no longer requires you to manually reduce heat.</li>
										<li>Improved Power Lines is no no longer doing double the intended effect.</li>
									</ul>
								<ul>
							</section>

							<section class="patch">
								<h3>v1.3.2 - June 14th, 2018</h3>
								<ul>
									<li>Improvement:</li>
									<ul>
										<li>Upgrade tick catchup to offline ticks!</li>
									</ul>
								<ul>
							</section>

							<section class="patch">
								<h3>v1.3.1 - June 12th, 2018</h3>
								<ul>
									<li>New Features:</li>
									<ul>
										<li>Save data exporting and importing</li>
										<li>Additional hotkeys/macro:</li>
										<ul>
											<li>Hold keys in bracket and click to use the macro</li>
											<li>Row (ctrl)</li>
											<li>Column (alt)</li>
											<li>Spacing options (number)</li>
											<li>Don't filter by part (shift)</li>
											<li>Checkered fill (ctrl+alt+shift)</li>

										</ul>
										<li>A reset button!</li>
										<li>New upgrade which prevents outlets from outputting more than what the vent can handle</li>
										<li>Speed hack toggle, throw more stuff into their own layer and thus reduce paint time (at the cost of memory)</li>
										<li>Tick catchup</li>
									</ul>
									<li>Improvement:</li>
									<ul>
										<li>Replacing now works with same category parts, eg: downgrading, switching cell type</li>
										<li>Replacing tiles is now faster</li>
										<li>Less cpu usage when not on reactor tile panel</li>
										<li>Shift/Double click now works on empty tiles</li>
										<li>Greatly improve performance</li>
										<ul>
											<li>Faster repaint time by layering frequently updated ui (Improve fps/lag)</li>
											<li>Faster tick timing (faster loading after offline)</li>
											<li>Less lag spike for UI, tooltip</li>
											<li>Percentage bar and overheating redness are now updated in steps (reduce repainting)</li>
										</ul>
										<li>Tile queue now buys as many as possible per tick</li>
									</ul>
									<li>Bug fixes:</li>
									<ul>
										<li>Right click no longer buy stuff</li>
										<li>Fixes Heat Control Operator adding heat</li>
										<li>Left+right click triggering double click function and deleting tiles</li>
										<li>Replacing tiles with another now reimburse the amount for the part</li>
										<li>Fixes reflector ui load bug</li>
										<li>Fixes heat outlet heat distribution bug with multi-tier setup</li>
										<li>Fixes extreme plating adding to max power despite not being bought yet</li>
										<li>Make sure background get updated when placing plating so it doesn't get stuck on red</li>
									</ul>
								</ul>
							</section>

							<section class="patch">
								<h3>v1.2.0 - February 7th, 2015</h3>
								<ul>
									<li>Signific code changes that shouldn't (but may) affect gameplay</li>
									<li>Added Objectives</li>
									<li>Removed old Particle Accelerator upgrades</li>
									<li>Added individual experimental Particle Accelerator upgrades</li>
								</ul>
							</section>

							<section class="patch">
								<h3>v1.1.0 - January 13th, 2016</h3>
								<h4>Features:</h4>
								<ul>
									<li>Added patch notes</li>
									<li>Styling fixes to "pages"</li>
								</ul>

								<h4>Bug Fixes:</h4>
								<ul>
									<li>Fixed an issue with game loop firing too often</li>
									<li>Platings (and possibly other things) now give 100% of their cost back when sold</li>
									<li>Fixed sell costs for some components</li>
									<li>Reflectors now start with a base % greater than 0</li>
									<li>Multiple Exotic Particles gained when over 100% chance</li>
									<li>Fixed support for larger touch devices to allow for selling, etc</li>
								</ul>
							</section>
							<div class="wide_buttons">
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						<section id="upgrades_section" class="page">
							<h2 class="heading">Upgrades</h2>
							<div id="upgrades" class="subpanel">
								<div id="cell_upgrades">
									<div id="cell_tick_upgrades">

									</div>
									<div id="cell_power_upgrades">

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							<h2 class="heading">Experimental Upgrades</h2>

							<div id="experimental_upgrades" class="subpanel">
								<div id="experimental_laboratory"></div>

								<div id="experimental_boost"></div>

								<div id="experimental_particle_accelerators"></div>

								<div id="experimental_cells"></div>

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								<div id="experimental_cell_perpetual"></div>

								<div id="experimental_parts"></div>
							</div>
							
							<div id="reboot_section" class="explanitory wide_buttons">
								<button id="reboot">Reboot for <span id="reboot_exotic_particles">0</span> Exotic Particles (EP)</button>
								<p>
									Rebooting the reactor will remove all parts, regular upgrades and money. Only your current experimental upgrades and EP will stay with you.
								</p>
							</div>

							<div id="refund_section" class="explanitory wide_buttons">
								<button id="refund">Reboot and refund <span id="refund_exotic_particles">0</span> Exotic Particles</button>
								<p>
									All of the above applies, however this will undo all your experiment upgrades and refund all your Exotic Particles.
								</p>
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						</section>
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